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Gluot

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Gluot is a world in a time of change. Nations sit on the brink of falling apart, citizens decry the order of the past thousand years and demand change - even at the edge of a sword. No corner of the land is free from their own brand of disaster and doomsday cults are the fad of the day.   Monsters walk the world - as it has always been. But in days past, Kings had their armies guard the roads and ensured that the villages and hamlets which fed the kingdom were protected from all but the worst. Today, such things are a luxury and nations ignore their responsibility to protect those further away from trade routes and cities, or they have found cheaper, often more desperate means of providing some scant protection.   In a world where everything is so grim, where nationalism and revolution are the talk of the tavern, where farmers must fear strange beasts laying waste their homes and their families, so many have given up. The players however take the mantle of one of these breeds of monster hunters who are charged, or have taken charge, with the job of providing some measure of safety to their people. Yet their greatest challenge is not the trolls in the mountains, but the monsters who reside within the cities. On one side they must contend with wraiths, giants and wargs. On the other, politicians making pacts with demons, barons of trade who profit from systemic despair, and generals jaded enough to commit atrocities in order to secure victory. Will the PCs, born of this world, carve their own bit of success and luxury, or act as points of light in the darkness?

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